Professional Documents
Culture Documents
CHARACTER TYPES
CHARACTER TYPES
Every Runner will have his or her Character Type listed as an attribute at the top of the text box.
There are 10 types, each giving the Runner a particular set of abilities.
GAMEPLAY
FIXER
NETRUNNER
Ability: Interface
Draw: 3 cards.
Straighten: Refresh used cards.
Shopping: Spend EB to put cards into play. use equipment to move it
between runners and/or stash
Legwork: Form teams. Use special abilities to alter e-Sec/m-Sec.
Action: Each Team make 1 HIT per opponent and/or unlimited RUNS.
Damage Control: use special abilities. Discard down to 8 cards. check
for victory.
COP
Ability: Authority
//Shopping: Use your xer as you are paying for an Op. Lower the cost of
that Op by your Fixers Power (minimum 0.)
//Any (Response): Use one or more teamed Cops you control and target
an opposing non-cop non-skirmish Runner that is being used to produce
an ability or effect. If target Runner Power<the total Power of the Cops who
are busting: Runner=Busted;
Runner=used and cannot be straightened until his/her controllers next
straighten phase;
The ability or effect being produced by the busted Runner is cancelled.
If target Runners Power>=Power of Cop(s) used: trash Cop(s) as though
they had lost a battle. When using teamed cops to bust a Runner, you must
use all Cops on that team.
//Action: Use one or more Cops you control in this battle and target an
opposing Runner in this skirmish. If target Runner Power lower<total Power
of the Cop(s): Runner=busted
If the target Runners Power >=Cops used: trash the Cops as though they
lost a battle.
MED-TECH
ROCKERS
Ability: Charisma
//Legwork: Use a Rocker you control and Lower the M-Sec of any one
Operation or Location in play by his/her Power (to a min of 0).
CORP
Ability: Resources
//Any: When using a Location to produce EB, you may use a Corp to
add his/her Power to the EB produced by that Location. (Maximum 2 x the
Locations printed EB, no matter how many Corps are used.)
//Action: Use your Fixer and target an unused Runner you control (who
is not in the current Hit, Run, or Skirmish). Lower the cost of using that
Runners LR by the Fixers Power (minimum 0) until end of turn.
//Damage Control: Use one or more Fixers you control to look through
your trash pile and nd an Equipment or Cyber card with a cost no higher
than the Fixer(s) total Power. Put that card in your hand.
NOMAD
Ability: Family
//Any: Use a Nomad you control to add half of his/her Power (round
down) to any other Runners Power until end of turn.
Any time a nomad joins a team the legal team limit for that team increases
from 4 to 5.
SOLO
Ability: Combat Sense
//Action: Once per Hit, Run, or Skirmish, Raise one of the Solos stats (SR, LR
of Def) by his/her Power until the end of the Hit, Run, or Skirmish.
//Any: Use your Corp, divide his/her Power in half (round down) and
convert it to EB.
MEDIA
TECHIE
Ability: Credibility
Ability: Jury-Rig
//Damage Control: Use one or more Corps you control to look through
your trash pile, nd a Location with a cost no higher than the Corps Power,
and put that card in your hand.
//Legwork: Use your Media and raise target Location or Operation M-Sec
by this Medias Power until end of turn. Can exceed the printed value on
the targeted card.
SKIRMISH breakdown:
RESOLVING A HIT
When a HIT is declared, an opponent can assign any ready team to Defend
it. The Defender always gets the rst action, then clockwise in the case of a
3 or more player battle) until all players decline to take any more actions.
Neos Turn
YourRemainingOffense=YourOffenseTotal OppDefenseTotal
YourRemainingDefense=YourDefenseTotal OppOffenseTotal
// Shopping Phase: Johnny pays EB and plays some cards to the table.
TargetStashTotal=(Msec:5 x #stashcards)+(Esec:(5x#stashcards)x2)
// Shopping Phase: Neo pays the cost in EB to play the OP I Want That
Prototype and lays it down on the table.
Neo buys some other stuff. Cards come into play unused, so if Neo buys a
runner, that runner can team, act, etc. this round.
CASE target=STASH
If YourRemainingOffense>TargetStashTotal
then {Trash cards_in_Stash;Ops Points=+(3 x #of_cards_in_stash)}
CASE ELSE
If YourRemainingOffense>TargetSecurityTotal
then {Trash Location_Operation;
Ops Points=+TargetOpsPoints}
// Legwork Phase: Neo uses Meat Grinders (Rocker, POW 5) rocker skill
to lower the OP M-sec by 5.
Johnny decides to use Jimmie Blitzs (Media, POW 5) media skill to raise
the OP M-sec by 5.
Cursing, Neo uses his Spider Murphys (POW9) netrunner skill to lower
the OP E-sec by 9.
Johnny has an unused Runner with netrunner skill, but he cannot use a netrunner to raise an Opponents OP, so the Netrunner just sits back and watches.
If your attacking team fails to beat the Security Total on a Hit or Op, then
the TargetSecurityTotal is used against YourRemainingDefense.
Now Neo states teams (no more than 4 runners per team unless one is a
Nomad). He teams 4 runners: 3 x Race Chapels (Solo, POW3) and 1 x
Y.T. (Solo, POW 8)
(Note that although Neo has dedicated to his OP, there is nothing to say
that he is commited to RUNning the OP.
// ACTION Phase: Neo look across the table and see that Johnnys
runners cant stop him if he blows up Johnnys Location: Wallys World
O Weapons.
Neo decides to HITS Wallys. Assuming that Johnny does not have any
dirty tricks (mostly Events) Neo trashes Wallys, and gain its OP point (5)
and denies Johnny the location.
Neo has used all his resources so he cannot RUN IWTP. It stays on the
table.
// Damage Control: Neo discards down to 8 cards and checks to see if he
meets any of his victory conditions.
Johnnys Turn
// Draw: Johnny draws 3 cards - any combination from either deck